From 9a22f920a366db96034c3230ca513bc5a4be38d2 Mon Sep 17 00:00:00 2001 From: Amy Retzerau Date: Sun, 24 Aug 2025 13:23:46 +0200 Subject: [PATCH] feat: rendered first polygon --- main.cpp | 98 +++++++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 86 insertions(+), 12 deletions(-) diff --git a/main.cpp b/main.cpp index f0f299b..fbd66a5 100644 --- a/main.cpp +++ b/main.cpp @@ -2,18 +2,26 @@ #include #include -void display() { - glClear(GL_COLOR_BUFFER_BIT); - glBegin(GL_TRIANGLES); - glColor3f(1.0, 0.0, 0.0); - glVertex2f(-0.5, -0.5); - glColor3f(0.0, 1.0, 0.0); - glVertex2f(0.5, -0.5); - glColor3f(0.0, 0.0, 1.0); - glVertex2f(0.0, 0.5); - glEnd(); - glFlush(); -} +float vertices[] = { + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f, + 0.0f, 0.5f, 0.0f +}; + + +const char *vertexShaderSource = "#version 330 core\n" + "layout (location = 0) in vec3 aPos;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" + "}\0"; + +const char *fragmentShaderSource = "#version 330 core\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" + "}\n\0"; /*void framebuffer_size_callback(GLFWwindow* window, int width, int height) { @@ -26,6 +34,65 @@ void processInput(GLFWwindow *window) glfwSetWindowShouldClose(window, true); } +unsigned int initVBO() { + unsigned int VBO; + glGenBuffers(1, &VBO); + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + return VBO; +} + +unsigned int initVAO() { + unsigned int VAO; + glGenVertexArrays(1, &VAO); + glBindVertexArray(VAO); + // 2. copy our vertices array in a buffer for OpenGL to use + glBindBuffer(GL_ARRAY_BUFFER, initVBO()); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // 3. then set our vertex attributes pointers + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); + return VAO; +} + + +unsigned int compVertexShader() { + unsigned int vertexShader; + vertexShader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); + glCompileShader(vertexShader); + return vertexShader; +} + +unsigned int compFragmentShader() { + unsigned int fragmentShader; + fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); + glCompileShader(fragmentShader); + return fragmentShader; +} + +unsigned int compShader() { + unsigned int shaderProgram; + shaderProgram = glCreateProgram(); + unsigned int vert = compVertexShader(); + unsigned int frag = compFragmentShader(); + glAttachShader(shaderProgram, vert); + glAttachShader(shaderProgram, frag); + glLinkProgram(shaderProgram); + + glDeleteShader(vert); + glDeleteShader(frag); + + return shaderProgram; +} + +void linkVBO() { + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + glEnableVertexAttribArray(0); +} + + int main(int argc, char** argv) { GLFWwindow* window; @@ -52,6 +119,9 @@ int main(int argc, char** argv) { glViewport(0, 0, 800, 600); + unsigned int shaderProgramm = compShader(); + unsigned int VAO = initVAO(); + while (!glfwWindowShouldClose(window)) { processInput(window); @@ -61,7 +131,11 @@ int main(int argc, char** argv) { glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram(shaderProgramm); + glBindVertexArray(VAO); + glDrawArrays(GL_TRIANGLES, 0, 3); /* Poll for and process events */ glfwPollEvents();